[Asset] Coins
Re: [Asset] Coins
nope, thats native to LoG2, but its been moved to a particle effect.
Links to my YouTube playlist of "tutorials" and to my forum thread.
Re: [Asset] Coins
What i don't understand, is that in the Log Tome of Jgwman, descriptions seems not having issues and almost, in your first version of coins, not having neither. Difference between them is the particle effect.Prozail wrote:nope, thats native to LoG2, but its been moved to a particle effect.
Have you used the .model of Germanny ? Perhaps not adapt for LoG2 ( just a way for search issue )
Re: [Asset] Coins
oh, you meant the itemdefinition bug... try this out with the coins...
This one gives a "Item not stackable" error on load.
but this one works...
only difference is the order of the properties.
This one gives a "Item not stackable" error on load.
Code: Select all
defineObject{
name = "gor_coin_gold",
baseObject = "base_item",
components = {
{
class = "Model",
model = "mod_assets/grim_vsword/models/items/gor_coin_gold.fbx",
},
{
class = "Item",
uiName = "Gold Gor Coin",
description = "Golden Coin of Gor",
gfxAtlas = "mod_assets/grim_vsword/textures/gui/germ_icoatlas.tga",
gfxIndex = 13,
stackable = 1,
weight = 0.1,
stackSize = 1,
multiple = 1,
traits = { "coin" },
},
{
class ="Particle",
particleSystem = "glitter_gold"
}
}
}
Code: Select all
defineObject{
name = "gor_coin_gold",
baseObject = "base_item",
components = {
{
class = "Model",
model = "mod_assets/grim_vsword/models/items/gor_coin_gold.fbx",
},
{
class = "Item",
uiName = "Gold Gor Coin",
gfxAtlas = "mod_assets/grim_vsword/textures/gui/germ_icoatlas.tga",
gfxIndex = 13,
weight = 0.1,
stackable = 1,
stackSize = 1,
multiple = 1,
traits = { "coin" },
description = "Golden Coin of Gor",
},
{
class ="Particle",
particleSystem = "glitter_gold"
}
}
}
Links to my YouTube playlist of "tutorials" and to my forum thread.
Re: [Asset] Coins
Anyone converted any of the food items or the waterskin yet?
Re: [Asset] Coins
Created Bloodwych food like in LoG1 ( food can be eaten 2-3 times ), I can try to convert them and give you result.
Ok, i started to convert Water bottle usable two times from my LoG1 to the second one, and seems to be ok ( Thanks to Germanny for graphics and icon ). Can download it there, and for the script it's :
Item.lua
materials.lua
Hope that might be helpful ^^
Update : Finished my food collection. It contains Bottles of water and mead, apple, meat, bread and special eggs.
Ok, i started to convert Water bottle usable two times from my LoG1 to the second one, and seems to be ok ( Thanks to Germanny for graphics and icon ). Can download it there, and for the script it's :
Item.lua
Code: Select all
defineObject{
name = "user_food_water_full",
baseObject = "base_item",
components = {
{
class = "Model",
model = "mod_assets/models/items/user_food_water_full.fbx",
},
{
class = "Item",
uiName = "Water",
gfxAtlas = "mod_assets/textures/gui/water_bottle_icon.tga",
gfxIndex = 1,
weight = 0.7,
multiple = 1,
traits = { "food" },
description = "A water bottle",
},
{
class = "UsableItem",
nutritionValue = 200,
emptyItem = "user_food_water_empty",
onUseItem = function(self,champion)
champion:regainEnergy(20)
champion:regainHealth(100)
end
},
}
}
Code: Select all
defineMaterial{
name = "user_food_water_full",
diffuseMap = "mod_assets/textures/items/user_food_water_full_dif.tga",
specularMap = "mod_assets/textures/items/user_food_water_full_spec.tga",
normalMap = "mod_assets/textures/items/user_food_water_full_normal.tga",
doubleSided = false,
lighting = true,
alphaTest = false,
blendMode = "Opaque",
textureAddressMode = "Wrap",
glossiness = 10,
depthBias = 0,
}
Update : Finished my food collection. It contains Bottles of water and mead, apple, meat, bread and special eggs.
- cromcrom
- Posts: 549
- Joined: Tue Sep 11, 2012 7:16 am
- Location: Chateauroux in a socialist s#!$*&% formerly known as "France"
Re: [Asset] Coins
Thanks a lot Prozail, I learnt a lot from your package
A trip of a thousand leagues starts with a step.
Re: [Asset] Coins
I'm using your apples Doridion, but I'm getting a D3D error and the textures are failing to appear (the apple otherwise worked perfectly). I think it happened when the editor was updated because before they were working as intended textures and all. I Will try them in a different dungeon and see what happens.
- Mysterious
- Posts: 226
- Joined: Wed Nov 06, 2013 8:31 am
Re: [Asset] Coins
Just a question. I am using stackable = true, statement in my items and have no problems. So what's with the stackable = 1, and stacksize = 1, I am not sure what I am missing here thxs
Re: [Asset] Coins
I think the stacksize is the quantity of the item to appear (in terms of numbering them). If you don't do this I assume that the item doesn't have a number next to it, so you can't tell how many is in a stack. This is just a wild guess however (since I am still relatively new to scripting myself).
By the way, I tested the food package in another mod (this time unaltered) and the apples textures are still failing (everything else is fine). Odd.
By the way, I tested the food package in another mod (this time unaltered) and the apples textures are still failing (everything else is fine). Odd.
Re: [Asset] Coins
Grimfan, i'll see for apple textures, but can you give me a little screenshot of the issue ? ( I remember have troubles with texturing the apple under LoG1, so I tested for LoG2 and seems no problem, but got and idea of where it coming )Grimfan wrote:By the way, I tested the food package in another mod (this time unaltered) and the apples textures are still failing (everything else is fine). Odd.
For LoG2 we must modify all the normal map, and can come from here
Thanks in advance